I build computational tools and generative workflows for 3D product creation. I combine factory-floor experience (tech packs, sampling in Asia) with advanced 3D tools like Rhino, Houdini, and Grasshopper to explore footwear concepts as systems, not just one-off designs.
I started in industrial design, working on performance footwear, sporting goods, and 3D-printed products. At Everlast, I owned the path from brief to tech pack: 2D drawings, material specs, and overseas factory collaboration to get samples right under real manufacturing constraints. That early exposure to how products are actually made still anchors my thinking today.
Over time I layered on digital fabrication and advanced 3D: running FDM/SLA printers in production environments, managing a fabrication lab, and using CAD to move quickly between digital models and functional prototypes. That led naturally into procedural tools, using Grasshopper and Houdini to generate variations, simulate behavior, and create visualization systems around form, structure, and materials.
Most recently, I’ve applied those skills to build artist and designer-facing tools and workflows: Houdini systems that scale across teams, documented pipelines for 3D asset creation, and visualization frameworks that help non-technical stakeholders understand complex geometry and material stories. My focus is always the same: make it easier for designers and engineers to explore more options, faster, with clearer communication.
Today I’m focused on roles where footwear, computation, and workflow design intersect: 3D footwear design, digital product creation, and generative systems for performance products. I’m especially interested in teams that see computational design not as a gimmick, but as a way to fundamentally change how we conceive, visualize, and bring footwear to life.
If you’re working on the future of footwear creation (whether that’s generative tools, advanced visualization, or new digital-to-physical pipelines) I’d love to connect.